Replacing ARB shaders: Difference between revisions
Info about fresnel shader. |
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|fresnel.vfp | |fresnel.vfp | ||
|Material | |Material | ||
| | |OK (2019.09.14) | ||
|fresnel.?s | |fresnel.?s | ||
|Accountant1 / <tt>setviewpos -2260 -2030 -130 30 -150 0</tt> (better enable lantern) | |Accountant1 / <tt>setviewpos -2260 -2030 -130 30 -150 0</tt> (better enable lantern) | ||
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In order to set OK '''Status''' to a shader, please check that it works properly with following settings: | In order to set OK '''Status''' to a shader, please check that it works properly with following settings: | ||
* r_useGLSL 1 | * r_useGLSL 1 | ||
* r_forceGlslPrograms 1 ( | * r_forceGlslPrograms 1 (2019.09.14: already removed) | ||
* r_uniformTransforms 0 and 1 (both cases) | * r_uniformTransforms 0 and 1 (both cases) | ||
Revision as of 12:16, 14 September 2019
This table should summarize the current state for every ARB shader.
Filename | Type | Status | Replacement | Testing instructions & Comments | |
---|---|---|---|---|---|
heatHazeWithDepth.vfp | Material | OK (2019.05.26) | heatHazeWithDepth.?s | map test/glass
everything behind glass should be warped as you strafe along it | |
heatHazeWithAlphaDepth.vfp | Material | TODO | heatHazeWithAlphaDepth.?s | TODO (perhaps overriden version used in FMs) | |
heatHaze.vfp | Material | OK (2019.09.14) | heatHaze.?s | Accountant1 / setviewpos -2020 -2570 -125 20 130 0
Rain drops cause waves, which warp the picture of the ground. | |
heatHazeWithMask.vfp | Material | TODO | heatHazeWithMask.?s | TODO (maybe check water) | |
HeatHazeWithMaskAndDepth.vfp | Material | TODO | HeatHazeWithMaskAndDepth.?s | TODO (maybe check water) | |
heatHazeWithMaskAndBlur.vfp | Material | TODO | heatHazeWithMaskAndBlur.?s | TODO (search in water and/or AC1) | |
heatHazeWithMaskAndVertex.vfp | Material | TODO | heatHazeWithMaskAndVertex.?s | TODO (is it used anywhere at all?) | |
ambientEnvironment.vfp | Material | DEAD | ambientEnvironment.?s | Not used anywhere in TDM 2.0+. Was used for new ambient lighting, enabled under tdm_ambient_method 2. Still present in all materials under if (global5==2).
See the original thread and probably disclaimer in wiki article. | |
ambientEnvVertexBlend.vfp | Material | DEAD | ambientEnvVertexBlend.?s | A rare special case of ambientEnvironment (link)
Mentioned in St. Alban's Cathedral and NHAT, but seems to be as dead as the ambientEnvironment.vfp. | |
rotoedge.vfp | Material | TODO | rotoedge.?s | TODO (search in WS3 or WS4) | |
fresnel.vfp | Material | OK (2019.09.14) | fresnel.?s | Accountant1 / setviewpos -2260 -2030 -130 30 -150 0 (better enable lantern)
This puddle is rendered with this shader (no idea about its effect). It seems to be the only usage across all FMs. | |
soft_particle.vfp | Ambient (particles) | TODO | soft_particle.?s | Accountant1 with "r_useSoftParticles 1"
Start map and look at the chimney here. Also at the candle. | |
environment.vfp | Ambient | OK (2019.05.26) | environment.?s | map test/glass
fake yellow reflections should be visible on the windows | |
bumpyEnvironment.vfp | Ambient | OK (2019.05.27) | bumpyEnvironment.?s | PD2: All the Way Up / setviewpos 4700 -250 -250 / link
Potions should look properly: see t_useGLSL 0, r_uniformTransforms 0 for reference Be sure to check that fake reflection texture is oriented the same way. | |
(fixed pipeline) | Designed for use in the 'old stage' routine (draw_common.cpp) but at some point became the 'default' shader for GUI's, etc | OK (2019.05.26) | oldStage.?s | Check any map (e.g. test/glass) + main menu | |
(extra material stages) | Replacement for material stage frob highlight. The ARB2 version does not seem to be used anywhere? | WIP (2019.05.26) | frob.?s | Any map +r_newFrob 1
| |
(legacy gl texgen's) | Replacement for deprecated texgen code. Material stages TG_SKYBOX_CUBE/TG_WOBBLESKY_CUBE | Stable in 2.07 | cubemap.?s | (insert map name here - Hidden Hands 1?)
| |
(legacy gl texgen's) | Replacement for deprecated texgen code. Light material "fogLight" | Stable in 2.07 | fog.?s | (insert map name here - Heart of Lone Salvation?)
| |
(legacy gl texgen's) | Replacement for deprecated texgen code. Light material "blendLight" | Stable in 2.07 | blend.?s | (insert map name here - Closemouthed Shadows?)
| |
shadow.vp | ARB2 to GLSL manual conversion | Stable in 2.07 | stencilshadow.?s | (insert map name here - Closemouthed Shadows?)
| |
ambientInteraction.vfp/ambient_cubic_light.vfp | ARB2 to GLSL manual conversion | Stable in 2.07 | ambientInteraction.?s | (insert map name here - Closemouthed Shadows?)
| |
test_direct.vfp/interaction_direct.vfp/cubic_light_point.vfp/cubic_light_proj.vfp/test_cubic_light_point.vfp/test_cubic_light_proj.vfp | ARB2 to GLSL manual conversion | Stable in 2.07 | interaction.?s | (insert map name here - Closemouthed Shadows?) | |
(fixed pipeline) | DepthPass | OK (2019.05.27) | depthAlpha.?s | Check any map (e.g. test/glass).
Used for depth prepass, so if it uses incompatible vertex transform, everything would depth-fight like crazy. |
|
test.vfp
interaction.vfp |
Unused (?) ARB2 shaders | ||||
cookMath_pass1.vfp
cookMath_pass2.vfp brightPass_opt.vfp blurx.vfp blury.vfp finalScenePass_opt.vfp |
Shaders to check |
List of shader Types:
- Material: shader filename is referenced in a stage of stock material definition.
- Currently, each of these shaders exists in both ARB and GLSL version, and GLSL version is used only if r_forceGlglPrograms is set.
- FM: shader supplied or overrided by a particular FM --- most likely, specified in material definition.
- Ambient: shader is loaded directly by C++ code and used during rendering, independent of any light source.
- Interaction: shader is loaded directly by C++ code and used during rendering, in a light-surface interaction.
- Postprocessing: shader used for full-screen effects after main rendering is over.
This post explains different modes for testing.
In order to set OK Status to a shader, please check that it works properly with following settings:
- r_useGLSL 1
- r_forceGlslPrograms 1 (2019.09.14: already removed)
- r_uniformTransforms 0 and 1 (both cases)
Also set the date when you checked it.
Replacement should specify which files contain the equivalent or superseding code in GLSL.
If the replacing code is active only with some settings, write those settings under filename.
Testing instructions must explain how to properly test this shader to ensure that replacement works correctly.
Write exact FM/map, coordinates, settings, what to see/expect, etc.